Emberheart Games’ Wizordum, published by Apogee, exits Early Access in 2025 as a propulsive spell-slinger that channels the zip and secret-stuffed maps of 1990s shooters into a sharper, friendlier frame. Terrabruma, a kingdom rotting under a tide of Chaos, becomes the playground for dizzy strafing, chunky pixels, and pockets bulging with treasure.
You step in as the last mage on call, juggling fire rings and ice rods while scouring walls for weak bricks. The pitch is simple yet effective: compress the elastic movement of classic DOOM, splice it with character progression lifted from modern roguelites, and present it in colors loud enough to glow on CRT and OLED alike.
Instant reloads, bite-sized stages, and a coin-driven upgrade shop keep sessions brisk; a scoreboard teases another run the moment the exit portal flashes. Wizordum matters because it shows how mid-’90s design grammar can still speak fluently to players raised on twin-stick fluidity and photo-real spectacle.
Story, World & Atmosphere
Chaos erupts when the Ancient Seal crumbles, scatters its fragments, and releases a gibbering horde. Wizordum wastes little time reciting lore; instead it paints Terrabruma through space and debris. Episode one tours scorched hamlets and their smoking tavern signs.
Episode two plunges into sewer sludge, then steers toward a vine-choked pyramid that hums with eldritch locks. Episode three climbs into blizzards, then drills beneath lava to a gemstone mine pulsing like a heart. Twenty-one stages chart an almost theatrical spiral from familiarity to nightmare while staying legible thanks to a pop-up map and clear landmarks.
Choice begins at the class screen. The Cleric brings a mace swing, thicker armor, and restorative miracles; the Sorceress favors a wand flick, quicker boots, and reflexive barrier spells. Each protagonist owns three cooldown abilities that refresh through kills, giving moment-to-moment decisions real bite: spend the projectile reflect early or risk a potion later?
Cut-scene text is terse, yet scenery says plenty. A toppled cart near a broken barricade whispers of a last stand; blue glyphs on a castle wall warn that an orb lies nearby, begging to be shattered. That environmental shorthand keeps the tempo high without silencing narrative texture.
Systems in Motion: Combat, Exploration, Progression
Nine headline weapons give firepower its own rhythm. Fire Rings spit rapid fireballs with modest recoil; Spellstriker acts as a pocket shotgun for hallway surprises; Frostweaver locks mobs in place with crystalline ping, setting up crowd shatters. Heavy ordnance—Pyroblast, Eye of Chaos, Grimoire—arrives sparingly, reserved for arenas where buff-chanting goblin captains fortify their kin or where boulder-throwing golems pin corridors.
Every tool features an upgradeable secondary channel unlocked in the between-stage shop. For example, Frostweaver’s alternate burst fractures a room if you’re willing to burn blue gems at double rate. The economy behind these choices is gold: chests, wall caches, and drop-in pick-ups feed the purse, turning secret-sniffing into a tangible combat advantage.
Class spells layer further decision-making. Both protagonists juggle three active skills and one ultimate. Cooldowns shrink whenever foes fall, nudging players to stay aggressive rather than kite indefinitely. The Sorceress’s mirror shield can ping-pong a shaman’s fireball back into a pack for splash damage; the Cleric’s earth shock clears breathing room when flanked.
Boss battles bookend each episode with HP bars straight out of Dusk or Project Warlock. Pattern-reading triumphs over raw stats, yet the sponges occasionally drag—an area where Wizordum shows its old-school DNA a bit too proudly.
Level architecture feeds curiosity. Secret walls marked by odd murals, breakable stone veins, or faint clicks conceal gold stashes, elixirs, and rare ammo. A distant switch might unlock a grate across the map, encouraging mental breadcrumb trails. Keys of matching hue gate progress, while orb barriers add a neat twist: spot their color-coded conduit, smash it, and watch the force field fizzle. Physical gimmicks such as a minecart ride or rising platforms shake up pacing, and limited-charge torches lend real tension to pitch-black crypts.
A running score breakdown at each exit lists kills, secrets, and treasure, turning under-par percentages into personal dares. Because stages wrap in ten to twenty minutes, jumping straight back in rarely feels like busywork.
Between missions the Sorcerer’s Shop converts loot into secondary fires, capacity bumps, or general survivability—essentially a light RPG loop. Coupled with divergent class kits, that loop seeds replay. Beyond the campaign, a built-in editor and mod.io pipeline extend life indefinitely; community maps already range from brisk arenas to sprawling challenges reminiscent of Hexen hub worlds. Taken together, Wizordum offers depth for speedrunners, secret obsessives, and tinkerers without burying newcomers under arcane fiddling.
Presentation, Audio, Stability & Final Call
Wizordum’s style marries billboard sprites with a candy-bright palette that lets gore pop against ivy-covered stone or frost-caked timber. Uniform 90-degree geometry keeps sight-lines readable when the screen floods with goblins and particle-heavy pyrotechnics. Animation cheats—props and corpses always face the camera—sell the retro illusion without harming clarity.
The soundtrack leans on triumphant brass and martial drums, echoing classic MIDI riffs yet produced with modern punch. Weapon reports crack and thud convincingly, though creatures issue little warning; several silent skeleton ambushes kept me on edge. Spell effects ring out clearly, helping ability cues slice through the mix.
Performance is largely trouble-free. A mid-tier laptop and a Steam Deck held a steady 60-plus frames, save for minor hitching when a minecart script triggered. Quick-save and quick-load soften clipping hiccups or rare idle AI moments. One caveat: the broad field-of-view and lightning strafe speed can churn weaker stomachs—sitting back or dropping FOV helps.
Spell-centric gunplay, a treasure-powered upgrade loop, and secrets dense enough to keep mappers busy for years make Wizordum easy to endorse for veterans of DOOM-likes and anyone craving kinetic fantasy action. Boss padding and a busy item wheel feel dated, yet the thrill of freezing a mob, shattering it, and vacuuming up glittering coins never fades.
The Review
Wizordum
Wizordum honors ’90s shooters with brisk movement, creative spell-gun synergies, and treasure-driven upgrades that reward curiosity. Level variety stays fresh across three episodes, and community tools hint at long life. Boss padding, quiet foes, and a cluttered item wheel break the spell occasionally, yet the rush of freezing a mob, shattering it, and scooping coins never grows old.
PROS
- Snappy movement
- Deep weapon & spell interplay
- Rewarding secret hunts
- Striking pixel art
CONS
- Bullet-sponge bosses
- Sparse enemy audio cues
- Overstuffed item wheel